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* '''Max Mode combos are limited:''' Outside of his corner max mode loop, Ryu doesn't really get much out of max mode, let alone in neutral. On the flip side, this means he can use his meter for other purposes, too, and thus doesn't need to save up for max mode. | * '''Max Mode combos are limited:''' Outside of his corner max mode loop, Ryu doesn't really get much out of max mode, let alone in neutral. On the flip side, this means he can use his meter for other purposes, too, and thus doesn't need to save up for max mode. | ||
* '''Poor meter dump:''' Outside of the corner loops with max mode, Ryu hardly gets much with dumping his meter for supers or max mode combos. While his damage is increased more overall, it's not as much as other characters, and more importantly, his non-fireball supers are hard to combo into. Let alone, Ryu's combo variety isn't large to begin with. | * '''Poor meter dump:''' Outside of the corner loops with max mode, Ryu hardly gets much with dumping his meter for supers or max mode combos. While his damage is increased more overall, it's not as much as other characters, and more importantly, his non-fireball supers are hard to combo into. Let alone, Ryu's combo variety isn't large to begin with. | ||
* '''Needs meter for consistent midscreen confirms:''' Ryu's fireball super is a really good super, but without meter he can't use it. Combined with his stubby range, Ryu has issues getting consistent midscreen hit confirms due to hitbox wonkiness and other factors like pushback on hit. | |||
* '''Bad Exceed:''' Far from the worst exceed in the game, but Ryu's exceed isn't easy to use, either. Stubby range, and it loses most of its damage if the first hit whiffs. Ryu has few combos into exceed, either, and needs to be very close for the full exceed to connect. While rewarding, it pretty much leaves Ryu only able to use it as a punish and throwing it out otherwise is asking to waste it. You'll need clean confirms for it to fully connect consistently. | * '''Bad Exceed:''' Far from the worst exceed in the game, but Ryu's exceed isn't easy to use, either. Stubby range, and it loses most of its damage if the first hit whiffs. Ryu has few combos into exceed, either, and needs to be very close for the full exceed to connect. While rewarding, it pretty much leaves Ryu only able to use it as a punish and throwing it out otherwise is asking to waste it. You'll need clean confirms for it to fully connect consistently. | ||
* '''Jack-of-all-trades with only the basics:''' If put in the context of a meta with no boss characters, this doesn't hurt Ryu too much. His preference for zoning and footsies still puts him in a favorable position against some matchups, and his tools are good enough to work with that he can handle the main roster just fine, especially with solid fireballs. With bosses, Ryu is still arguably pretty decent but definitely takes a hit in viability. He's too linear and honest for his own good in a broken game, but can still hold his ground depending on the matchup, regardless. Still, if he can do something, someone does it better than he can. | * '''Jack-of-all-trades with only the basics:''' If put in the context of a meta with no boss characters, this doesn't hurt Ryu too much. His preference for zoning and footsies still puts him in a favorable position against some matchups, and his tools are good enough to work with that he can handle the main roster just fine, especially with solid fireballs. With bosses, Ryu is still arguably pretty decent but definitely takes a hit in viability. He's too linear and honest for his own good in a broken game, but can still hold his ground depending on the matchup, regardless. Still, if he can do something, someone does it better than he can. |
Revision as of 13:35, 5 May 2024
隆, Ryu | |
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Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | Pretty Good (B) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Introduction
Ryu, the main character of the Street Fighter series and its poster boy, is the same guy to star in the same game responsible for making the fighting game genre the way it is today thanks to the release of Street Fighter II. As the titular shoto and fighting game character, he's just as simple here as he is in any other game, but whether that's a good or bad thing is up to you. In SVC at least, if you have played him in any other game, you already know how to play him here, but while he's certainly decent, well... he's Ryu. As vanilla as they come, he's a little too honest for the likes of SVC. But when bosses aren't a factor, he tends to stand out a little more at least. And if you've ever considered playing Ken, but you don't want to play Violent Ken for whatever reason, just pick Ryu instead.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 2, (2), 3 | 14 | 25 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 5, (2), 2 | 15 | 33 | 2nd = +3 | 2nd= +1 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 4 | 13 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 7 | 20 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 16 | 29 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 3 | 17 | 29 | +0 | -2 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 8 | 15 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, 1, 6 | 20 | 33 | -8 | -10 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 2 | 22 | 35 | SKD | -6 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 9 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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j.qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x5 | 34 | Mid | 4 | 24 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x13 | 34 | Mid | 0 | 24x13 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
39x4, 24 | 46, 30 | Mid | 0 | 29, 16 | 0 | X | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
Ryu's gameplan
Ryu is a typical defensive turtler(The most defensive Shoto in the game). Walk forward and backwards while throwing many hadoukens(You can alternate between the versions too), and trying to poke. When your opponent jumps, just do a simple DP. When you have the time, punish your opponent with a damaging combo/Exceed when you need to(You can do his wakeup crossup glitch if you need to punish too, see below for more details). Well, Ryu is simple, you probably know how to use him(I bet you already knew most of the things here if you used him on maybe any other game). Good Luck on your future matches.
Wakeup crossup glitch (Ryu edition)
The wakeup crossup glitch is a very known competitive technique, and many characters can do it(But it works only on Neo Geo games). How to do it? Simple. Here is the input to perform it:
cr.D, qcb B (You need to stop on the opponent's back, if you used the cr.D as a poke, do qcb D instead)
This is a very simple glitch, I can say. After you land on the opponent's back, he/she will wakeup with his/her back turned! "What does it mean?" This means that any attack you do, he/she will need to block to the other side(Example: Do the input above, and then do a combo/Super on the opponent's wakeup. If you stopped on the opponent's back, your opponent wake up facing to the wrong side, and now he will ask himself: "How do I block?". That's how the glitch works. Learn it, and use it, you can need.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcb K | TBA | TBA | TBA | TBA | |
cl./cr.C, dp P | TBA | TBA | TBA | TBA | |
(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcf x2 C | TBA | TBA | TBA | TBA | A very easy combo with a low starter. It's Ryu's BnB too(It's better than using cl.C, use it only for punishing, see below for more details). You can add another Light Attack on the chain, but the tatsu sometimes won't combo if you do it. After the db.D, you can do the fireball super for a more damaging combo, which isn't too difficult to do, but only use the C version to ensure it connects, since A version is too slow the longer the hit-confirm is. |
f.B, (db.D,) qcf x2 P | TBA | TBA | TBA | TBA | Another punish combo. It does a little more damage than the above (If you disconsider the Exceed), so... You should learn it, in case you need to punish with damage(And you don't have the Exceed to use). If you want, you can do a qcb x2 K after the f.B but won't need to use the db.D(The Super will whiff if you use it), but this one is more damaging. |
cl./cr.C, Any Super | TBA | TBA | TBA | TBA | |
cl./cr.C, Exceed | TBA | TBA | TBA | TBA | Mainly used as a punish combo(And a simple hit-confirm for the Exceed on the normal mode), and that's why this combo doesn't have a (j.X). The damage is nice, no matter which move was used after the cl./cr.C(DP+P when you don't have meter, Super if you have, and the Exceed is in there if you need damage). |
Max Mode Combos
Ryu can only max cancel two of his Command/Special Moves(The f+A, and his DP, and his combos will involve only those two), so he doesn't have many options(But he has some good ones). If you can know some more combos, add them here.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Midscreen only) (j.X - cross-up preferred,) cl.C, dp P, (C)qcf P / (C)qcb K | TBA | TBA | TBA | TBA | Decent combo, but Ryu has better options. The QCB+K won't whiff if used on the corner. |
(j.X - cross-up preferred,) cl.C, dp P, (SC)qcf x2 P | TBA | TBA | TBA | TBA | More damaging version of the combo above. To do it, just do a QCF+P after the DP+P. |
cl.C, dp P, (SC)Exceed | TBA | TBA | TBA | TBA | Strongest punish combo on Ryu's list. It can serve as a training for the finisher of the combo below too. To do it, just do a QCF+KK after the DP+P. If you want to add a Jump Attack, just crossup and do the rest. |
(Corner Only) cl.C, [dp P, (C)f.B,]xN, dp P, (SC)Exceed | TBA | TBA | TBA | TBA | Ryu's 100% combo. It's practical, but I don't know if you can land this on a real match(You can, but it will be very hard, I'll assume). Learn this, you can need when your opponent is running. If you want to add a Jump Attack on it, you can crossup while Ryu's on the corner. There's another way to land it on the corner, and it will be below. |
f.A(1-2), (C)dp P, (SC)Exceed | TBA | TBA | TBA | TBA | Another hit-confirm for the Exceed, but starting with an overhead this time. Not that hard to do, and you can use it on the opponent's wakeup. |
(Corner only) f.A(1-2), [dp P, (C)f.B,]xN, dp P, (SC)Exceed | TBA | TBA | TBA | TBA | Better while the opponent's knocked down. Probably the most effective way to hit-confirm this Max Mode loop! Master it, you'll need it to do damage/comebacks(Or to show-off on combo vids). |